Wrong BlueprintAugmentDef values for the xxxxRepairNaniteCloudShip ship classes in ShipClassDefs.xml

You guys have the wrong data values for the following:

    <ShipClass>
        <InternalName>AltarianRepairNaniteCloudShip</InternalName>
        <DisplayName>TerranAllianceRepairNaniteCloudShip_Name</DisplayName>
        <Description>TerranAllianceRepairNaniteCloudShip_Dec</Description>
        <ThumbnailOverride>Altarian_Cutter_01T.PNG</ThumbnailOverride>
        <ShipHullType>Small</ShipHullType>
        <ShipRule>Balanced</ShipRule>
        <ShipDesign>Altarian_Cutter_01T</ShipDesign>
        <AIShipClass>Frigate</AIShipClass>
        <StrategicIcon>Cutter</StrategicIcon>
        <BlueprintDef>CutterBlueprint</BlueprintDef>
        <BlueprintAugmentDef>BPAugment_RepairNaniteCloudShip</BlueprintAugmentDef>
    </ShipClass>

That blueprint augment definition does not exist.

 

Instead, it should be BPAugment_RepairNaniteCloud .

After locally correcting, via a Mod, it is starting to look correct in the Ship Designer now.

 

11,265 views 13 replies
Reply #1 Top

Gentlemen,

Not only have I previously reported this issue, but now I have provided a fix.

Please incorporate this fix to your ShipClassDefs.xml file as soon as possible.

Thank you.

Reply #2 Top

To be clear, in the ShipClassDefs.xml file, the following changes are needed:

  • BPAugment_ShieldBubbleShip --> BPAugment_ShieldBubble
  • BPAugment_RepairNaniteCloudShip --> BPAugment_RepairNaniteCloud

 

Reply #3 Top

Piercing Breeze is now showing up correctly in the build list.

:grin:

Reply #4 Top

Hello Dorian, this has been relayed to the team accordingly, it may take a bit before the fix is introduced as most of the office will be out for a week on holiday

Reply #5 Top

I've reviewed this and found 52 places where ship was used in ShipClassDefs.xml when it probably shouldn't be there.  A  quick search and replace fixed it for me in a mod.  I haven't tried the mod to see if anything was messed up by the change.  I think it will take more than a quick fix to fix it and make sure it didn't break anything.

Reply #7 Top

I've run the game with and without the mod I made.  The mod seems to fix the problem and doesn't cause a problem that I could see.

Here is what is available to build at a shipyard without the mod.

Here is what is available with the mod.

 

Reply #8 Top

Nice! @Dorian and Spider - you all need to be on the development team!!! Or testing. Or something!!!

Reply #9 Top

BugFix_UP_BlueprintAugmentDef in my mod bundle fixes this as well. Feel fry to download it at https://www.galciv4.com/mods/manager.

Reply #10 Top

Quoting RammaStardock, reply 4

Hello Dorian, this has been relayed to the team accordingly, it may take a bit before the fix is introduced as most of the office will be out for a week on holiday

If it just gets fixed at all I would be very happy!

Reply #11 Top

Quoting Old-Spider, reply 5

I've reviewed this and found 52 places where ship was used in ShipClassDefs.xml when it probably shouldn't be there.  A  quick search and replace fixed it for me in a mod.  I haven't tried the mod to see if anything was messed up by the change.  I think it will take more than a quick fix to fix it and make sure it didn't break anything.

I think the "Ship" suffix is ok as long as it exists in the the blueprint augment definition XML file using the same name.

The ones reported above are the edge-case where the same names for those 2 above were not consisently used.

 

I have a local Mod (much the same as the other one independently discussed here) that fixes it with no issues to report.

Most of the stuff is not rocket science and a capable software engineer is able to fix without messing things up.  Do you think I have not thoroughly tested my suggested fix (or any other one suggested for the other bugs reported)?

Reply #12 Top

Quoting Old-Spider, reply 7

I've run the game with and without the mod I made.  The mod seems to fix the problem and doesn't cause a problem that I could see.

Here is what is available to build at a shipyard without the mod.

Here is what is available with the mod.

 

Very nice. <3  

My local mod does that as well and gets rid of the goofy "Repair Nanite Cloud" prefix for ships missing the component.

Reply #13 Top

Quoting valkdrvr, reply 6

Dang - if they tested things before releasing............

 

I know, right?

All they had to do was open the Ship Designer from the Main Menu and should have been able to tell something was not right!

Despite the gas-lighting on the Steam forums, to me it was obvious something was broken.